Ms Maple, an elderly amateur detective, is investigating a murder in a large country house. ​In the search for clues she wants to casually chat with the staff as they go about their duties in the hopes that one of them will accidentally let something slip. This is her strong suit and she can bring her four dynamic potential and two static potential into play.

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Ms Maple, an elderly amateur detective, is investigating a murder in a large country house. ​During ​the search for clues she wants to casually chat with the staff as they go about their duties in the hope that one of them will accidentally let something slip. This is her strong suit and she can bring her four dynamic potential and two static potential into play.

Each time she encounters one of the staff she engages them in conversation using Cunning (dynamic; 1d6+0), Small Talk (dynamic; 1d6+3), Body Language (dynamic, 1d6+1), Quick Wits (dynamic; 1d6+1), Psychology (static; 1d6+3) and Domestic Service (static; 1d6+0). Ms Maple has a fearsome 6d6+8 to deploy against every servant. ​

Each time she encounters one of the staff she engages them in conversation using Cunning (dynamic; 1d6+0), Small Talk (dynamic; 1d6+3), Body Language (dynamic, 1d6+1), Quick Wits (dynamic; 1d6+1), Psychology (static; 1d6+3) and Domestic Service (static; 1d6+0). Ms Maple has a fearsome 6d6+8 to deploy against every servant. ​

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== Narrative Actions In Detail ==

== Narrative Actions In Detail ==

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A narrative ​actions ​follows the six step process of declaring the action'​s goal, selecting advantages, agreeing situation bonuses, rolling the dice and deciding the outcome. Characters may make a <apdx ref=":​open:​mechanics:​rulecards:​narrativeresistanceaction">​narrative resistance action</​apdx>​ to resist the effects of a narrative action. ​Where a narrative action ​does differ is that it represents several <apdx ref="​open:​mechanics:​rulecards:​combatround">​initiative rounds</​apdx>​ compressed into a single action, allowing the character time to recoup all their potential.

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A narrative ​action ​follows the six step process of declaring the action'​s goal, selecting advantages, agreeing situation bonuses, rolling the dice and deciding the outcome. Characters may make a <apdx ref=":​open:​mechanics:​rulecards:​narrativeresistanceaction">​narrative resistance action</​apdx>​ to resist the effects of a narrative action. ​A narrative action represents several <apdx ref="​open:​mechanics:​rulecards:​combatround">​initiative rounds</​apdx>​ compressed into a single action, allowing the character time to recoup all their potential.

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If the character has magic, technology or other special abilities allowing them to temporarily increase their potential or add beneficial status effects, these can be used in narrative actions. The only limitation is time. If the benefits of a magic spell only works for one round, can the character cast the spell and take advantage of it in time? The easiest way to solve these questions is to step into initiative rounds. During each turn the character uses and recoups their potential. If a player can engineer a way to take an action beyond the normal limits of their character (e.g. briefly gaining more potential), then it is a valid narrative action. ​

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If the character has magic, technology or other special abilities allowing them to temporarily increase their potential or add beneficial status effects, these can be used in narrative actions. The only limitation is time. If the benefits of a magic spell only work for one round, can the character cast the spell and take advantage of it in time? The easiest way to solve these questions is to step into initiative rounds. During each turn the character uses and recoups their potential. If a player can engineer a way to take an action beyond the normal limits of their character (e.g. briefly gaining more potential), then it is a valid narrative action. ​

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=== Resistance Actions ===

=== Resistance Actions ===

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Whenever a character is attacked or threatened, whether by someone assaulting them with a sword, a landslide falling on them or strange psychic radiation from another galaxy, the character has a chance to defend themselves with a <apdx ref=":​open:​mechanics:​rulecards:​27555">​resistance action</​apdx>​. This type of action can only be done in response to an attack. The character may use any potential and advantages that are available in any appropriate combination. Once the advantages are decided, both the attacking and the resisting characters roll their action dice. If a character cannot or chooses not to play any advantages they automatically get a <apdx ref="​open:​mechanics:​rulecards:​resistancescore">​resistance score</​apdx>​ of one. The attacker must score more than the resistance action to succeed. ​

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Whenever a character is attacked or threatened, whether by someone assaulting them with a sword, a landslide falling on them or strange psychic radiation from another galaxy, the character has a chance to defend themselves with a <apdx ref=":​open:​mechanics:​rulecards:​27555">​resistance action</​apdx>​. This type of action can only be done in response to an attack. The character may use any available ​potential and advantages that are available, in any appropriate combination. Once the advantages are decided, both the attacking and the resisting characters roll their action dice. If a character cannot or chooses not to play any advantages they automatically get a <apdx ref="​open:​mechanics:​rulecards:​resistancescore">​resistance score</​apdx>​ of one. The attacker must score more than the resistance action to succeed. ​

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Resistance actions are most common as part of combat but can occur during narrative. The only difference between the two situations is in a narrative resistance action the character may use all their potential ​with worry. In narrative it will all be available again before their next narrative or narrative resistance action. During combat, the character must manage their potential more carefully as they recoup it at a fixed rate. ​

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Resistance actions are most common as part of combat but can occur during narrative. The only difference between the two situations is that in a narrative resistance action the character may use all their potential ​without ​worry. In narrative it will all be available again before their next narrative or narrative resistance action. During combat, the character must manage their potential more carefully as they recoup it at a fixed rate. ​

== Using Free Resist Advantages ==

== Using Free Resist Advantages ==

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== No Effect ==

== No Effect ==

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Resistance actions have one important limit which is that other than protecting the character (preventing the effects of the attack), they have no effect. They cannot ​harm the attacker or anyone else nor place <apdx ref="​open:​mechanics:​rulecards:​statuseffect">​status effects</​apdx>​ on anything unless the advantage specifically states it can do so in a resistance action. Characters can still use '​offensive'​ advantages such as weapons with special powers in resistance actions and include their dice score, however the advantages simply have no additional effects.

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Resistance actions have one important limit which is that, other than protecting the character (preventing the effects of the attack), they have no effect. They can neither ​harm the attacker or anyone else nor place <apdx ref="​open:​mechanics:​rulecards:​statuseffect">​status effects</​apdx>​ on anything unless the advantage specifically states it can do so in a resistance action. Characters can still use '​offensive'​ advantages such as weapons with special powers in resistance actions and include their dice score, however the advantages simply have no additional effects.

<style playguideexample>​

<style playguideexample>​

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Razier ​is in trouble (again). He is under attack from a sword-wielding orc and has only one static potential available. His free resist advantage is his 1d6+2 armour which helps but Razier ​needs more to protect himself against the incoming blow. He uses his 1d6+1 Knockdown advantage as well. With a lucky dice roll, Razier ​beats the attacker'​s score but the attacker remains on his feet. It was Razier's attempt to knock the orc down that forced the attack to miss, but as Razier ​was only resisting rather than attacking, the Knockdown has no other effect.

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Razir is in trouble (again). He is under attack from a sword-wielding orc and has only one static potential available. His free resist advantage is his 1d6+2 armour which helps but Razir needs more to protect himself against the incoming blow. He uses his 1d6+1 Knockdown advantage as well. With a lucky dice roll Razir beats the attacker'​s score but the attacker remains on his feet. It was Razir's attempt to knock the orc down that forced the attack to miss, but as Razir was only resisting rather than attacking, the Knockdown has no other effect.

</​style>​

</​style>​

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== Keywords In Resistance Actions ==

== Keywords In Resistance Actions ==

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Keywords apply to a resistance action exactly the same as an initiative action, e.g. advantages may be penalised because of the <apdx ref="​open:​mechanics:​rulecards:​frequencykeyword">​Freq. </​apdx>​ keyword and the <apdx ref="​open:​mechanics:​rulecards:​dice">​Dice keyword</​apdx>​ can improve the dice score. ​

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Keywords apply to a resistance action exactly the same as to an initiative action, e.g. advantages may be penalised because of the <apdx ref="​open:​mechanics:​rulecards:​frequencykeyword">​Freq. </​apdx>​ keyword and the <apdx ref="​open:​mechanics:​rulecards:​dice">​Dice keyword</​apdx>​ can improve the dice score. ​

A character can assist another character with a resistance action if they have an advantage ​ with the <apdx ref=":​open:​mechanics:​rulecards:​aidresist">​Aid Resist keyword</​apdx>​. The scores from the two (or more) resistance actions are combined against the attack. If the resistance is still beaten, only the character initially targeted is affected by the attack.

A character can assist another character with a resistance action if they have an advantage ​ with the <apdx ref=":​open:​mechanics:​rulecards:​aidresist">​Aid Resist keyword</​apdx>​. The scores from the two (or more) resistance actions are combined against the attack. If the resistance is still beaten, only the character initially targeted is affected by the attack.

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<apdx ref=":​open:​mechanics:​rulecards:​27362">​Opportunity actions</​apdx>​ can only be performed during another character'​s initiative turn. These actions require an advantage with the <apdx ref=":​open:​mechanics:​rulecards:​27650">​Opportunity</​apdx>​ keyword and may be combined with any available and appropriate advantages. Opportunity actions follow the standard six step process of resolution.

<apdx ref=":​open:​mechanics:​rulecards:​27362">​Opportunity actions</​apdx>​ can only be performed during another character'​s initiative turn. These actions require an advantage with the <apdx ref=":​open:​mechanics:​rulecards:​27650">​Opportunity</​apdx>​ keyword and may be combined with any available and appropriate advantages. Opportunity actions follow the standard six step process of resolution.

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Each opportunity advantage specifies a trigger event enabling its use. For example, the Retreat ability can only be used when a foe moves towards the character. Unless the circumstances fit the trigger, an opportunity action cannot be used. The character must be aware of the trigger, so Retreat cannot be used if the character doesn'​t notice the foe approaching. The character is also limited to the type of action described by the advantage. e.g. Retreat cannot be used in an attack.

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Each opportunity advantage specifies a trigger event enabling its use. For example, the Retreat ability can only be used when a foe moves towards the character. Unless the circumstances fit the trigger, an opportunity action cannot be used. The character must be aware of the trigger, so Retreat cannot be used if the character doesn'​t notice the foe approaching. The character is also limited to the type of action described by the advantage ​- for example, ​Retreat cannot be used in an attack.

Opportunities can only be used between actions and not part-way through someone else's action. For example, a monster who uses its charge ability to move and attack in a single action will trigger an opportunity such as Retreat because of the movement. However the attack and any damage from the charge must be resolved before the character can use their opportunity action because the movement and attack were part of a single action. ​

Opportunities can only be used between actions and not part-way through someone else's action. For example, a monster who uses its charge ability to move and attack in a single action will trigger an opportunity such as Retreat because of the movement. However the attack and any damage from the charge must be resolved before the character can use their opportunity action because the movement and attack were part of a single action. ​

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It is up to the player with the opportunity advantage to ensure they pay attention and declare their opportunity action at the right time. If the player whose initiative turn it is has already played another action, the opportunity has been lost. Each player may only make one opportunity action per action by the character whose initiative turn it is. Events may trigger opportunity actions from two or more players. In these circumstances,​ the one who declared first gets to act first but all the characters who declared must act. Opportunity advantages can only be triggered by initiative actions. Other players'​ opportunity actions, resistance actions or any <apdx ref=":​open:​mechanics:​rulecards:​28224">​other types of action do not trigger opportunities</​apdx>​. ​

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It is up to the player with the opportunity advantage to ensure they pay attention and declare their opportunity action at the right time. If the player whose initiative turn it is has already played another action, the opportunity has been lost. Each player may only make one opportunity action per action by the character whose initiative turn it is. Events may trigger opportunity actions from two or more players. In these circumstances,​ the one who declared first gets to act first, but all the characters who declared must act. Opportunity advantages can only be triggered by initiative actions. Other players'​ opportunity actions, resistance actions or any <apdx ref=":​open:​mechanics:​rulecards:​28224">​other types of action do not trigger opportunities</​apdx>​. ​

<style playguideexample>​

<style playguideexample>​

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Realising he has just been left to face three angry acolytes on his own, Razir wants to run after Boban using his Follow-Up opportunity advantage. It allows him to move whenever someone moves away from him. However the Game Leader reminds him that Boban'​s retreat was an opportunity action and they never trigger other opportunities. ​

Realising he has just been left to face three angry acolytes on his own, Razir wants to run after Boban using his Follow-Up opportunity advantage. It allows him to move whenever someone moves away from him. However the Game Leader reminds him that Boban'​s retreat was an opportunity action and they never trigger other opportunities. ​

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The first acolyte resumes their interrupted turn. Rather than using more potential chasing after the gnome he decides it is better spent dealing with the foul defiler of the temple standing in front of him.

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The first acolyte resumes their interrupted turn. Rather than using more potential chasing after the gnome he decides it is better spent dealing with the foul temple-defiler ​standing in front of him.

</​style>​

</​style>​

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Advantages represent a character'​s strengths and notable abilities but these do not cover all aspects of life. It is common for characters to lack any suitable advantages for routine tasks. One notable area where this is true is in movement as most characters lack advantages with the <apdx ref="​open:​mechanics:​rulecards:​28213">​Movement keyword</​apdx>​. For any situation where a character lacks suitable advantages for everyday activities such as movement or awareness, the player can take a <apdx ref=":​open:​mechanics:​rulecards:​potentialaction">​Potential Action</​apdx>​.

Advantages represent a character'​s strengths and notable abilities but these do not cover all aspects of life. It is common for characters to lack any suitable advantages for routine tasks. One notable area where this is true is in movement as most characters lack advantages with the <apdx ref="​open:​mechanics:​rulecards:​28213">​Movement keyword</​apdx>​. For any situation where a character lacks suitable advantages for everyday activities such as movement or awareness, the player can take a <apdx ref=":​open:​mechanics:​rulecards:​potentialaction">​Potential Action</​apdx>​.

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A potential action uses a single dynamic potential instead of advantages and it is worth 1d6+0. No advantages can be added to this so a potential action is always just 1d6+0 plus any situation bonuses. Potential actions are only possible in narrative and initiative actions. They cannot be used in resistance actions or types of actions requiring a keyword, e.g. opportunity actions. ​

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A potential action uses a single dynamic potential instead of advantages and is worth 1d6+0. No advantages can be added to this so a potential action is always just 1d6+0 plus any situation bonuses. Potential actions are only possible in narrative and initiative actions. They cannot be used in resistance actions or types of actions requiring a keyword, e.g. opportunity actions. ​

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The Game Leader may require a potential action whenever characters wish do something which requires a notable amount of effort or attention but where there is no possibility of failing, ​e.g. waving vigorously to attract attention. If the character'​s action is trivial and success in no doubt, the player simply spends the potential without rolling the dice.

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The Game Leader may require a potential action whenever characters wish do something which requires a notable amount of effort or attention but where there is no possibility of failing, ​such as waving vigorously to attract attention. If the character'​s action is trivial and success in no doubt, the player simply spends the potential without rolling the dice.